/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h
Fills in aTMapwith the pending/active loading state of every asset
void GetPrimaryAssetBundleStateMap ( [TMap](API\Runtime\Core\Containers\TMap)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId), [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) >> & BundleStateMap, bool bForceCurrent ) const